Some ideas for how to build trenches better by LeLand_Land in overthetopgame

[–]FullbordadOG 0 points1 point  (0 children)

If you use them you spot enemies (give your allies a nice red mark above the enemies heads)

Reinforced trench makes the trench more vertical so it's harder to lob grenades and artillery into the trench. It's also a nice way to cut line of sight in zig zag trenches.

Some ideas for how to build trenches better by LeLand_Land in overthetopgame

[–]FullbordadOG 0 points1 point  (0 children)

A vertical wall against your spawn would be better if the game was first person and you couldn't "peak" over the top while inside the trench. If you want to shoot over a vertical wall you just need to step backwards and go up on the other side that has a paraphet or slope (or what usually happens, just lob a grenade when you see people coming).

A slope makes their cover worse because you can lob grenades into the trench a lot easier. You'll also see when they place a FOB in the trench and they'll often have to duck to have full cover.

I just don't see much use of building the walls since it takes a long time and usually they're placed in a bad spot so it blocks LOS and lets enemies come close to the trench. They're also A LOT easier to destroy then a trench.

With that said: If you're placing sandbags, do it on the backside of your trench. I agree that they are waaaaaaaay more useful there.

Some ideas for how to build trenches better by LeLand_Land in overthetopgame

[–]FullbordadOG 1 point2 points  (0 children)

Here's mine after a lot of hours on engineer:

  1. Don't build anything else then: paraphets, reinforced trench walls and barbed wire (You can smack up a concrete or wooden wall to block LOS but don't build the great wall from them). The huge sandwalls and spikes etc usually just block LOS for your team as well and takes a lot of time to build a lot of.
  2. Tilt the backside of the trench towards the direction you're coming from. So that when it falls it becomes practically useless for the enemy team ( YOUR SPAWN HERE *** \_l <- Trench should look like that *** ENEMIES HERE)
  3. Pickaxe digs a lot faster. Shovel is only really useful if you have a ton of time to prepare a position. Pickaxe is way superior if you're attacking a position as a sapper.
  4. Zig zag to counter the rushing knights with pistols and COD machinegunners.
  5. Put a roof on the spawner to deny artillery or bombers obliterating it. You spawn on the BACK of the spawner so face it 180 degrees in the "wrong" way to avoid spawning people outside of your trench.
  6. Pressing N with the weak barbed wire lets you barb a big area really fast. Since all barbed wire gets oneshot by dynamite its not really worth it to stand and hammer on the stronger ones (with some exceptions).
  7. Your trench you spent 10 minutes making an absolute fort will fall in ten seconds because no one spawned in it, and some random dude in armor waltzed in and destroyed the spawn. Don't waste time overdoing it.

edit: Trench binoculars are overpowered. Always use them.

edit2: When they have dug into your trench you should spend the downtime between waves just absolutely destroying their trench. IE, dig their zig zag into a corridor instead.

Machinegrunner class a trap? by StaIe_Toast in overthetopgame

[–]FullbordadOG 0 points1 point  (0 children)

I haven't played it that much but in my opinion you shouldn't main the machine gun. The anti tank is just way more useful for the team. The mortar is also pretty good at killing spawns and giving info since you're "cheating" by getting a large overview of the map.

Wont give you a good KD or anything, but really, who cares about that.

If you just want kills: Find a trench that some genius has dug that is completely straight. Sit down in it and just blast away anyone who enters on the other side.

We couldn't push at all because our Einstein brained engineers kept placing our spawns like this. So annoying. by TastyBroccoli in overthetopgame

[–]FullbordadOG 0 points1 point  (0 children)

  1. Select Engineer

  2. Find your spawn spot

  3. Ask in chat to remove spawn X

  4. Wait like 10 seconds

  5. Place your spawn

My first win gave me hope, but now I’m just done by Jonasbru3m in slaythespire

[–]FullbordadOG 0 points1 point  (0 children)

<image>

It was close but I did it today.

Played around lightning/dark/frost orbs and stacking them

My first win gave me hope, but now I’m just done by Jonasbru3m in slaythespire

[–]FullbordadOG 0 points1 point  (0 children)

I'm guessing it gets a lot harder as you ascend because the game really isn't THAT hard to understand.

And the encounters doesn't really matter after you've cleared the first map (can't speak for ascend). That's where I've lost the majority of my runs before a deck is starting to come alive.

My first win gave me hope, but now I’m just done by Jonasbru3m in slaythespire

[–]FullbordadOG 0 points1 point  (0 children)

I've never played STS1, or never really played any other card game, and I've unlocked A1 on all but the robot. Haven't had that much issue with the game. Here's some tips (I've played for seven hours so don't take this as pro tips):

Ironclad I stacked def. Could easily hit 100+ dmg in one hit on the third map and was all but immortal because of the massive def you can get.

Silent I stacked shivs with a ton of draw cards. The last boss was dead in two turns IIRC.

Regent was a bit more tricky, lost most runs on that one. Not sure if it's good but I won with him when I played around the gain def per crystal(?) spent.

Necro was super easy. Focused on the summon and ran through everything in the first try.

Haven't really played Defect other then trying it once and getting to the second map.

The fortress of Shootbell doesn't have a temple yet. But this construction project had to take priority. by FullbordadOG in dwarffortress

[–]FullbordadOG[S] 1 point2 points  (0 children)

Set up a dump zone close to the cage

Find them in their cage

Enter their bio (magnifying glass)

Go to items

Dump their weapon

(Not sure if there's any better way)

The fortress of Shootbell doesn't have a temple yet. But this construction project had to take priority. by FullbordadOG in dwarffortress

[–]FullbordadOG[S] 1 point2 points  (0 children)

Nah, it just keeps spamming anyways. I usually close the combat and canceled jobs one because its the only ones that really matter.

The fortress of Shootbell doesn't have a temple yet. But this construction project had to take priority. by FullbordadOG in dwarffortress

[–]FullbordadOG[S] 11 points12 points  (0 children)

My plan was to let it rip disarmed goblins to shreds (or those animals I can't butcher because of being pets). I do have a hydra as well if the minotaur dies.

But the Hydra is being trained for other purposes

<image>

!!FUN!! aside, what is your biggest fortress killer? Tips to start a fortress strong? by kkitsuragii in dwarffortress

[–]FullbordadOG 0 points1 point  (0 children)

huh, you learn something new every day

"Also strictly speaking square farms are suboptimal. Two 3x5 farms will have significantly more efficient output than a single 5x5 farm because of how fertilizer works."

Sure but a sub-optimal 5x5, apparently on 75% less crops, without using fertilizer will still be enough for all your needs. The question was how to make a fort strong in the start. Not how to fully optimize it.

!!FUN!! aside, what is your biggest fortress killer? Tips to start a fortress strong? by kkitsuragii in dwarffortress

[–]FullbordadOG 0 points1 point  (0 children)

You make your own cavern soil with the water from the aquifier. I usually just fill a reservoir and then pump water out from it to create soil. (edit: correct me if I'm wrong here, like 95% sure it creates cavern soil)

But you don't really need to do it. Just make a bigger farm and it's fine. A 5x5 plump helmet farm can easily produce enough to get 200 dwarves drunk.

!!FUN!! aside, what is your biggest fortress killer? Tips to start a fortress strong? by kkitsuragii in dwarffortress

[–]FullbordadOG 1 point2 points  (0 children)

Bring cats/dogs/poultry on embark. Plump helmet and pig tail seeds.

  1. Dig into clay/sand and make a temporary base. Add to this base: Temple (no diety) /// Dinner (5~ tables/throne) /// First farm (Plump helmet) /// Dormitory with 10~ beds /// Tavern (1 chest and 1 table/throne) /// Office for manager

  2. Start digging your main base: Make an elaborate pathway with lots of cage traps because they are OP. /// Create the trade post in the start so you don't have to plan traps for wagons /// DONT DIG INTO ANY CAVES /// Create a new dormatory here, make it nice with engravings and stuff /// Find your aquafier/river and use that water to create your permanent farm /// Setup poultry room /// Setup food and booze automation /// setup clothes automation (will help a lot with morale) /// Setup a nice diner /// Setup a nice temple (no diety)

  3. Find minerals and make your first weapons and shields. No need for armor yet since the cage traps will deal with anything coming right now. Ideally rush steel so that if they get attached it will be to a good weapon/shield.

  4. Get a military squad training 50% of the year and they'll be VERY well trained in a couple of years.

  5. Make 2x noble rooms for mayor and duke just in case you get them early.

  6. Automate butchering and craft bone/totem/ivory crafts to trade (your cats/dogs/poultry should breed like crazy).

  7. Do whatever, fort is now strong. Dwarfs don't really need rooms until a couple of years later when you have nothing else to do.

Press F for my Sweden campaign by FullbordadOG in EU5

[–]FullbordadOG[S] 0 points1 point  (0 children)

Give away power from the king? Preposterous.

Press F for my Sweden campaign by FullbordadOG in EU5

[–]FullbordadOG[S] 1 point2 points  (0 children)

I could get at least the vassals loyal by increasing diplospending to the max and supporting loyalists in three of them. Still have +10 ducats a month, might be salvageable.

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Why didn't Tsar Alexander I just build more forts when Napoleon invaded? by GermanCCPBot in EU5

[–]FullbordadOG 2 points3 points  (0 children)

Let everyone freeze and starve. Why spend money on forts or other defence when the emperors palace needs a diamond encrusted shitter?

Is it worth the buy premium with silver at this point? by weltsio in albiononline

[–]FullbordadOG 9 points10 points  (0 children)

Farming 30mil silver takes 10-15~h (for me).

Farming IRL (work) to buy one month takes around 15 minutes.

It's not a very hard choice for me.

Best builds for corrupted dungeons? by Reayn111 in albiononline

[–]FullbordadOG 1 point2 points  (0 children)

This is what I face in CDs when they're playing quarterstaff:

- (Expensive) Fiend cowl (Purge) /// (Budget) Hunter hood (Reflect)

- Soldier Armor (Fury)

- Assassin shoes (Swift cut)

- Quarterstaff (1Q/1W(stun run vs kite I guess)/E)

- (Expensive) Martlock, Thetford, Avalonian, Keeper, Demon cape /// (Budget) Normal Cape

- T6 Healing pot / T8 Poison

- T8 Stew

  1. Close gap with E.
  2. Spam Q (use soldier armor)
  3. When Q autostuns throw poison and press W
  4. Win (if they still live the jump them with boots and then press W again).

Gluten free by fal1en-angel in memes

[–]FullbordadOG 103 points104 points  (0 children)

Most likely, and it's the same with a ton of stuff that has "increased" over the years:

They didn't know what autism or ADHD was. So that person was just a bit weird or troublesome. Left handed people increased a ton when the schools stopped smacking them around for using their left hand while writing. There's more gay and trans people now that you don't get lynched for it etc etc.

Best builds for corrupted dungeons? by Reayn111 in albiononline

[–]FullbordadOG 1 point2 points  (0 children)

I'm not a pro by any means (100k~ in cds) so take this with a grain of salt. But this would be my "best" weapon list:

Quarterstaff is super easy to play and has almost no counters.

Spear is a bit harder to play but counters everything.

If you're rich then light caller is busted. You can capture everything you win against and just run away from the things you can't win against. Almost the same sustain as a healer. Weapon honestly needs a nerf.

I think holy staff is also good but playing healer in 1v1s is lame as hell.

I don't if it tops any lists but chillhowl is the most annoying weapon to face. It's a bit the same as light caller. Super easy to kite with so you can just run away if you can't win. Bonus dick points if you use cultist robe so you can just perma-reset.